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Mortem Desino

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Everything posted by Mortem Desino

  1. I could, but my German pronunciation is probably atrocious. And I don't have any native speakers nearby. (Nor am I fluent enough to compose a vocal script in German) Das ist nicht mein Bier.
  2. Dear Mr. darkdude, You're doing a dumb, dangerous thing. Please cease and desist. You don't want Bethesda/iD lawyers shutting down TDM. Cordially, The Dark Mod Team.
  3. Yes, the moveable defs now have new snd_bounce keypairs set.
  4. Related to troll: AND on topic: I study all of the wrong languages to help ye with localization. Except german, but I suspect you're a lot more fluent than this little American is. This is a pretty big task. [edit] And, while you said it might be early, this is a nice easy thing for someone in the community to volunteer for.
  5. Yes, it's not that simple. When dmap goes through the map file, it optimizes it. So making your ghost walk through a wall is basically asking it to walk through the void. It goes against all its built-in AI behavior.
  6. The reason I might like the frying pan is because it has a metallic "ringing" quality. Actually, maybe I'll keep them handy as metallic ring overdubs. What do you mean by adding the new sounds? Putting these into your FM package (a kind of "public audition" for the sfx)?
  7. I'll see what's going on as soon as I get to that point. In other news, aforementioned cauldron and wood impacts now on SVN.
  8. Well, there's two ways of solving that. Either I can record a stone fall, or I can adjust the thrown projectile to be a slab of raw steak. I've got a few more recordings done (none of them on SVN yet). Two different cauldron impacts, suitable for big fat cauldrons, and the smaller cooking pots. I tried a big cast iron frying pan, but it ended up always sounding distinctly like a frying pan. Not even useful for metal tools. Also, a few 1x8 wood planks, suitable for small "junk" wood impacts.
  9. The only thing the AI is missing is all the AI behavior. 'Tis a great flying beast and has no flying pow'rs!
  10. Speaking of no notable news content, Shouldn't moddb say something about 1.06?
  11. Nope, sorry. Only if I can skype in. I am now poor after touring with my college symphony. (Dang. I've always wanted to visit the UK)
  12. The season felt cold and autumn-ish. Not sure, as the season wasn't clarified or tied into the story as far as I could tell. I never got bored throughout the mission. The little spiders scurrying about made hallways always feel living. No particularly notable bugs. The length of the mission was quite nice. It wasn't excruciatingly long like one or two thief missions. Visually, one of the best I've seen, and very moody. Use of ambient speakers was fantastic and sometimes quite tense. I had to go outside and take a s'mores break halfway through the mission. I didn't complete the optional "doll" objective. I just wanted to hightail it out of there! Storytelling was disappointing at first, as I didn't know what I was getting myself into or why. Readables cleared some things up. Kind of a crucial aspect, so I had to turn your 5-star aesthetics down to 4.
  13. First, I have re-recorded the evil sword draw "SHIIIINGGG" noise to be something more subtle. I don't believe the new OGGs made it into 1.06. Anyways, In TDM, footfalls you hear are not reflective of the volume propagated to AI ears. It is a audio game mechanic to make the player more aware of what material he or she is walking on. Now: you can determine whether that floor is stone or tile using your ears as well as your eyes. Gameplay trumps "realism". I would contest that this "breaks immersion big time." All that you're contesting is purely aesthetic, and possibly harmful to gameplay. Suppose, in TDM, we made footsteps and weapon draws all "ultra-silent" as you think they should be. As described above, you would not be able to hear any difference between floor materials. This is a huge mechanic in Thief and TDM. Brand-new players would never determine that stone is softer than tile, or carpet is softer than stone. "OMGWTF HOW DID THAT GUARD FIND ME!? I THINK I HATE THIS GAME".People playing without headphones or good speakers could not hear your footfalls at all. On cruddy laptop speakers, they simply would not be audible at all. "OMGWTF HOW DID THAT GUARD FIND ME!? I THINK I HATE THIS GAME".Also described above, if you come across a material you're not familiar with, you would never be able to determine either what kind of material it is (stone vs. tile), or how loud it is by using your ears (noisy mud vs. quiet dirt). "OMGWTF HOW DID THAT GUARD FIND ME!? I THINK I HATE THIS GAME".Suppose you are concentrating really hard sneaking up on a guard. You mash one of the number keys (you aren't sure which), hoping that you drew your blackjack instead of your sword.If the sword "SHIIIINGGG" noise actually did propogate to AI ears (It does not in TDM), the player would be punished for being stealthy. That would have been a terrible gameplay choice. "OMGWTF HOW DID THAT GUARD FIND ME!? I THINK I HATE THIS GAME".By hearing the "SHIIIINGGG" noise, you are using your ears to determine Oops, wrong weapon, and you're not breaking your critical stealthy concentration.By hearing the familar "Shunk" noise of the drawing blackjack, you are using your ears to determine Aha, I have the correct weapon, and you're not breaking your critical stealthy concentration.
  14. Well, Mr. Vorob, if you've got the bandwidth, and if you think you can do better, then by all means host a torrent.
  15. It's still interesting to see what can be done in UT. I've long since lost my install disk...
  16. That's why there's a training mission, man.
  17. I was very impressed that this was your first time building something outside of the Dark Engine. Speech, scripted events, outdoors, wow! And it was built so quickly! You just felt the unfortunate sting of "I shouldn't have built something so ambitious."
  18. Yeah. Shows you what I know about the GUI system.
  19. I'll see (listen?) what's laying around my father's shed. There should be plenty of various wooden objects to choose from. Concerning planks: I'll record some new impacts for just the moveable planks. The current plank noises can remain for whatever smaller "junk" moveables they sound with. I'd love to get rid of the typical wooden "clunk" that everything uses.
  20. I can boost the low frequencies of the wood ones for a boomier impact. With some fancy EQ, they might even sound more hollow. I don't want to boost the low frequencies too much, or those playing on cruddy laptop speakers will barely hear them. Edit: Done in Trunk. The wood/crate impacts now pack a bigger "thump".
  21. Crammed 'em all into the trunk. (The source WAVs are currently uploading slooowwwwly to sound_src.) My family polished off a pickle jar during supper tonight. You now have new "bottle impact" sounds as well.
  22. Wood impact (57k mp3) sounds ahoy. This one in particular was made with an old dining table laying in my basement. Also: Burlap sack / carpet impact. (40k mp3) Still no luck with my desktop. I need a new hard drive and I should really get a copy of Win7 x64. It still ran XP 32-bit. I'll upload the sounds to SVN sound_src and trunk probably following the release of 1.06.
  23. The community is in for a treat. (I really liked it.)
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